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  #1  
Old August 2nd, 2008, 11:06 AM
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Default Characteristics of the current spell path bug?

I have been doing a bit of modding lately and I noticed when I used nation slot 83 I came across a bug. The bug is different than what is listed in the patch notes, but I thought they may be related.

Instead of missing magic paths, I am getting ADDED magic paths to commanders and regular units for this nation number. I thought maybe it could be a unit number conflict, but the units spread out in the 2000-2100 range and then the 2200 range.

Here is a snippet of code from one of the units:
Code:

#newmonster 2065
#spr1 "./nomads/nomadgriffin1.tga"
#spr2 "./nomads/nomadgriffin2.tga"
#name "Nomad Griffin"
#descr "Arcanus Griffins refuse to be ridden by any man. (Truncated to not mess up code block)"
#hp 16
#size 3
#ressize 3
#prot 0
#mor 13
#mr 12
#enc 3
#str 11
#att 12
#def 14
#prec 10
#mapmove 3
#ap 15
#gcost 0
#rcost 0
#armor "Full Leather Armor"
#weapon "Light Lance"
#weapon 237
#weapon 236
#wastesurvival
#nametype 112
#flying
#holy
#mounted
#end



The bug causes the above unit to receive 4 astral, 4 blood, 4 earth.(Like the new Grigori units?) This bug happens no matter how many mods I have enabled, and only to this nation seated in slot 83. Have so many vanilla units been added that one possible occupies this slot?
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Old August 2nd, 2008, 04:24 PM

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Default Re: Characteristics of the current spell path bug?

2065 is the number of the Grigori unit.

Units go up to 2082 as far as i know (Dom3_DB). Try to use something higher.
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Old August 3rd, 2008, 07:15 AM
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Default Re: Characteristics of the current spell path bug?

Use modding numbers from 2300 upwards for monsters. The range limits are increased in the next patch by about 1000.
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Old August 3rd, 2008, 12:28 PM
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Default Re: Characteristics of the current spell path bug?

Sigh, a lot of old units I need to move. But it's the price we pay for great new vanilla nations .

Thanks for the info guys!
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